Ya but every thing is raised +1 across the whole game for AD
So far Allies 3-2
But should be 4-1. Axis had 1 tank in coast city. Allies Didn’t bring enough troops.
It was nice had allies attack St. lo on T4 or 5
Added a few pieces to setup. 3 extra paratroopers and a few tigers late on card and AD@5 I think M1 only. Moved 3 block houses off coast on upper left side of map and put in 2 more against big US beachhead and other one against other US beach head.
This is the map I use.
Better take d day discussion to correct thread from now on
DA6E0A3F-2E5B-4517-B1B4-BDFC48594DD2.jpeg
G40 Delta 1st Edition
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An easy way to help play test these rules before using them in your own games, is to give each player a questionnaire asking them each round “which strategic advantage would you choose if you were playing the nation assigned to decide at this point in the game”? You could also make a chart to compare the bonus income each nation would receive if you were playing strategic objectives, and how much was collected in your regular games using national objectives. Any findings and posted analysis from such research would be tremendously valuable to this house rule project.
Cheers.
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R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
Usually, “round” is for combat rounds during Combat Resolution.Don’t you think?
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@Baron:
R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
Usually, “round” is for combat rounds during Combat Resolution.Don’t you think?
All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?
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+1 YG. This is a great project!
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+1 YG. This is a great project!
Thanks Toblerone,
Of course the real test is how they hold up during an actual game… do you have the type of fellow players willing to test something like this for me?
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@Young:
@Baron:
R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
Usually, “round” is for combat rounds during Combat Resolution.Don’t you think?
All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?
Instead of using the term “game round”, I think it is less confusing to use the term “start of a game turn” or “after a complete game turn”. Because in the forum, a player’s turn is referred to his own letter: G1, UK1, R1, J1.
So, you can start with T1, G1, etc. T2, G2, etc.
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@Baron:
@Young:
@Baron:
R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
Usually, “round” is for combat rounds during Combat Resolution.Don’t you think?
All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?
Instead of using the term “game round”, I think it is less confusing to use the term “start of a game turn” or “after a complete game turn”. Because in the forum, a player’s turn is referred to his own letter: G1, UK1, R1, J1.
So, you can start with T1, G1, etc. T2, G2, etc.
I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.
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I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.
True.
Just GT#1, GT#2 was enough.
I think everybody see what you mean.
So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
When all players have done their turn. Then a game turn is complete.
Just weird that the sum of players turns become round #1, etc. -
@Baron:
I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.
True.
Just GT#1, GT#2 was enough.
I think everybody see what you mean.
So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
When all players have done their turn. Then a game turn is complete.
Just weird that the sum of players turns become round #1, etc.I couldn’t quite connect with the different uses of “game turn” that you have been suggesting, so I looked in the G40 Europe rule book and at the top of page 12 under order of play it reads… “Axis and Allies is played in rounds, a round consist of each power taking a turn”.
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YG, these are great ideas. I look forward to trying some or all of them in my games. You definitely get a +1 from me.
By the way, I understood completely what you meant when you use the term “round”. I don’t understand why Baron wants to quibble over what word you use for round, turn, or whatever. With all the ideas you are proposing that can change how the game plays out, fussing over what word to use to represent what game round each advantage takes effect seems really silly.
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@Baron:
I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.
True.
Just GT#1, GT#2 was enough.
I think everybody see what you mean.
So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
When all players have done their turn. Then a game turn is complete.
Just weird that the sum of players turns become round #1, etc.Actually you have it backwards. Well, in most cases anyways. Rounds are not shorter than turns. Rounds are generally considered Rounds of Play, meaning an entire series of Players Turns that have been completed. Think of Turns, as in your turn, my turn, etc… Phases are shorter than Turns, meaning a Player Turn consists of different phases(i.e. combat phase, combat move phase, non-combat move phase, etc…). In most games, phases are shorter than turns, turns are shorter than rounds. I have never heard differently. In my 27+ years of game playing and play testing, it has always been this way. When I did play testing for a game called Advanced Third Reich and Rising Sun, a much more complex WWII game than A&A Global 1940, we always made sure to use this language to define phases vs. player turn(s) vs. rounds of rounds of play. Otherwise, people would get confused. Young Grasshopper, it really comes down to how much effort do you really want to put into this? If this is just for fun and is going to be some house rules to have fun with, then I wouldn’t change a thing. I agree w/Knp. I believe most people understand what you mean. If this is going to be something official you release to the public, then I would put some more effort into being definitive. Just my two cents… :-D
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@Young:
Hello everyone,
Here is a one stop view of all the Delta house rules for A&A 1940 Global including Strategic Advantages, Strategic Objectives, and G40 Alternative Rules. I wish to extend a special thanks to KNP7765, Toblerone77, CWO Marc, Ben_D, Mattsk, Imperious Leader, and Baron Munchhausen for all their help with the development of these rule modifications.
G40 STRATEGIC ADVANTAGES
Here’s how it works… at the beginning of each round up to the 10th, a predetermined nation will automatically gain a “Strategic Advantage”, but may only choose from the 2 advantages available at the time. That nation will benefit from their chosen advantage for the remainder of the game, however, once an advantage has been passed, it will never again become available.
Nations will have 2 predetermined advantages to choose from, as well as a predetermined game round in which they may choose. Nations may never gain advantages offered to other nations (except for rounds 1 & 10), and they may never gain advantages during game rounds not assigned to them.
Advantages are chosen at the start of each game round (before Germany’s turn), and become effective immediately. Also, nations must be in control of their capital city in order to choose a strategic advantage, and once a nation’s capital city has been captured, they must forfeit all previously held strategic advantages permanently.
Here are the available strategic advantages, and the game rounds (GR) they are eligible to be chosen in…
GR#1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
Airborne Assault Troops
Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away provided that the territory is also being attacked by land units coming from an adjacent territory, or sea zone via an amphibious assault.or
War Time Production
Major factories may now produce a maximum of 12 units, and minor factories may now produce a maximum of 4 units. The maximum damage that can be applied to these factories has not changed.GR#2 - Germany
Enigma
German submarines now attack at 3 or less, and now receive 3 dice each when conducting convoy disruptions.or
Blitzkrieg
Each German mechanized infantry can now blitz alone, and transport an artillery unit up to 2 spaces. Also, German tactical bombers now attack @4 or less without needing the support of fighters or tanks (not applicable in sea zones).GR#3 - United States
War Bonds Campaign
America now rolls 2 dice every round during their collect income phase, and may collect the amount shown in additional IPCsor
Uncle Sam Campaign
America now receives free infantry units every round during their place new units phase (1 in Eastern United States, 1 in Central America, and 1 in Western United States).GR#4 - United Kingdom
Radar
All AA fire from both AA artillery units, and built in AA guns now defend at 2 or less. Also, all operational airbases under British control may now scramble up to 4 fighters in defense of an adjacent sea zone.or
Commonwealth Aid
All units produced by British minor factories are now $1 cheaper.GR#5 - Japan
Long Lance Torpedos
All Japanese destroyers now receive a 1st round “surprise strike” (like submarines) when defending against, or attacking enemy warships.or
Tokyo Express
Japanese destroyers may now transport up to 1 infantry unit each. Destroyers carrying infantry may still attack during the sea combat step of an amphibious assault before unloading their cargo.GR#6 - United States
Boeing Fortresses
When American strategic bombers attack weather in a battle or SBR, they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.or
Essex Class Carriers
All American aircraft carriers now attack at 2, and may now carry up to 3 American and/or allied fighters / tactical bombers.GR#7 - Germany
Jet Fighters
Both the attack value and movement of all German fighters has now increased by 1 (including escort and interceptor missions).or
V-Rockets
During the SBR step of each combat movement phase, a single rocket attack may be launched from each operational airbase under German control at an enemy factory, air base, or naval base up to 4 spaces away. Each rocket attack will cause an automatic 6 damage points on the targeted facility, however, Germany may not launch more than 1 rocket attack per target during the same round.GR#8 - Japan
Banzai Attack
If Japan attacks an enemy territory with only infantry, those infantry will attack at 2 or less.or
Code of Bushido
All Japanese infantry on islands now defend at 3 or less.GR#9 - Soviet Union
Tankograd
During their place new units phase, Russia will now receive 3 free tanks on the territory of Samara (if under Russian control).or
Trans-Siberian Railway
Any number of Russian infantry, artillery, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R (if under Russian control) within a single non-combat movement. There may only be one destination per turn, and all such movements must originate from Russia.GR#10 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
Long Range Aircraft
The movement value of all air units has now increased by 1 (“Jet Fighters” can now reach 6, or 7 from an airbase).or
Modernized Shipyards
Sea units are now cheaper to build:Battleship = $17
Aircraft Carrier = $13
Cruiser = $9
Destroyer = $7
Transport = $6
Submarine = $5G40 Strategic Objectives
These new strategic objectives have been created to replace the original national objectives in an A&A 1940 Global game. “Home Lands” (original territories) are specific to the roundels printed on each territory, and the Japanese objective “Trade with USA” is the only objective to be collected during peace time. Also, Calcutta is considered an enemy city, rather than an enemy capital for the purpose of economic balance (see the city clarifications listed at the end of Strategic Objectives).
Germany
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city capturedHome Land
$5 - Germany controls all their original territoriesOil Fields
$5 - An Axis power controls CaucasusAfrica Korps
$5 - Germany has 3 or more land units in Africa.Soviet Union
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city capturedHome Land
$5 - Russia controls all their original territoriesLend Lease
$5 - The allied powers control Archangel and there are no axis warships is sea zone #120National Pride
$5 - There are no allied units on originally owned Russian territoriesUnited States
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city capturedThe North
$5 - America controls Alaska and the Aleutian Islands.The Americas
$10 - America controls Western, Central, and Eastern United States, as well as Mexico, Southeast Mexico, Central America, and West IndiesThe Outer Perimeter
$5 - America controls Midway, Wake Island, Hawaiian Islands, Johnston Island, and Line IslandThe South Pacific
$5 - The Allied powers control The Philippines, Borneo, Sumatra, Java, and CelebesJapan
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city captured
(including Shanghai, even if not at war with the Pacific Allies)Home Land
$5 - Japan controls all their original territoriesTrade With USA
$10 - Peace with FIC, and the Pacific allies.Chinese Capitulation
$5 - Japan controls all Chinese original territoriesThe South Pacific
$5 - Japan controls the Philippines, Borneo, Sumatra, Java, and Celebes.China
The Burma Road
$5 - The allied powers control the Burma road.Home Land
$5 - China controls all their original territoriesUnited Kingdom (Pacific)
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city capturedHome Land
$5 - The UK (Pacific) controls all their original territoriesThe Burma Road
$5 - The allied powers control the Burma road.United Kingdom (Europe)
Enemy Capital
$5 for control of each enemy capitalEnemy City
$3 for control of each enemy cityHome Land
$5 - The UK (Europe) controls all their original territoriesOperation Ultra
$5 - There are no German submarines in the AtlanticItaly
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city capturedHome Land
$5 - Italy controls all their original territoriesThe Mediterranean Coast
$5 - Italy controls 3 of the 4 following territories, Gibraltar, Southern France, Greece, and/or Egypt.Naval Superiority
$5 - There are no allied warships in the Mediterranean.The Middle East
$5 - Italy controls Iraq, northwest Persia, and Persia.North Africa
$5 - Italy controls Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.ANZAC
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city capturedHome Land
$5 - ANZAC controls all their original territoriesThe South Pacific
$5 - The Allied powers control the Philippines, Borneo, Sumatra, Java, and CelebesFrance
Enemy Capital
$5 - Per enemy capital capturedEnemy City
$3 - Per enemy city capturedHome Land
$5 - France controls all their original territoriesClarification of enemy capitals, and cities
Axis Capitals
Berlin
Rome
TokyoAxis Cities
Warsaw
Allied Capitals
Washington
London
Paris
Moscow
SydneyAllied Cities
Ottawa
Cairo
Leningrad
Stalingrad
Shanghai
Hong Kong
Calcutta
Manila
Honolulu
San FranciscoG40 Alternative Rules
Base Support
Strategic Bombers conducting SBRs only receive a +2 damage bonus if they have departed from an airbase.Russian Winter
During the purchase new units phase of their 6th turn, Russia may roll 1 die, and Germany must remove from the board that many infantry units currently on original Russian territories (their choice). +1 for every 10 German infantry units on original Russian territories (rounded like so… 24 infantry units =+2 / 25 infantry units =+2 / 26 infantry units =+3 etc…).Atlantic Wall
The defense value of all German infantry, and AA artillery units on Normandy, Holland/Belgium, and/or Denmark has increased by 1 during enemy amphibious assaults from an adjacent sea zone.Around the Clock Bombing
At the beginning of any game round (before Germany’s turn), the United Kingdom may announce once per game, an “around the clock bombing campaign” which will last for one complete round. This means that any American strategic bombers (including the “Boeing Fortresses” SA), and British strategic bombers stationed on London upon the announcement, may conduct a SBR on the turn of their respective ally, as well as on their own turn.Military Morale
China may purchase as many artillery units as they like, whenever they like, as long as they still posses the American fighter plane.Enola Gay
During the SBR step in the combat phase of America’s 12th turn, they may use 1 American strategic bomber (including a Boeing Fortress) to drop an atomic bomb on 1 enemy territory within range of the chosen air unit. If the strategic bomber passes all air defenses (using same rules as SBRs) than that bomber will have successfully dropped it’s payload with the following damage: All facilities on the targeted enemy territory immediately sustain maximum damage, and the IPC value of the territory has now been reduced to zero. Original facilities of that territory may be repaired and used later, however, new facilities may never be placed on a that territory for the rest of the game.Kamikaze Tokens
Japan may now use their available kamikaze tokens in designated kamikaze sea zones during any combat situation (not just defense).French Resistance
France may immediately place 5 free infantry units on Paris every time it is liberated.Political Sovereignty
Strict Neutral territories in South America have no influence over Strict Neutral territories anywhere else, and vise versa.Mutual Allies
In the event of a 6 player group game, the United Kingdom will play France, the United States will play ANZAC, and the Soviet Union will play China.Before I comment on these, how much playtesting has been done on this?
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Please don’t quote the whole first post, it is kinda weird when you have to scroll over that much to read a single sentence. :wink:
To answer your question: probably not much, since it’s fresh and to fully playtest you need half a day or so, add up the usual time eaters like sleep, eat, work/school, rest… weekend is coming though 8-)
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YG, these are great ideas. I look forward to trying some or all of them in my games. You definitely get a +1 from me.
By the way, I understood completely what you meant when you use the term “round”. I don’t understand why Baron wants to quibble over what word you use for round, turn, or whatever. With all the ideas you are proposing that can change how the game plays out, fussing over what word to use to represent what game round each advantage takes effect seems really silly.
Thanks KNP,
And actually I find Baron’s sugestion quite positive, because I take it to mean that there’s not much in the rule set he has a problem with.
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Please don’t quote the whole first post, it is kinda weird when you have to scroll over that much to read a single sentence. :wink:
To answer your question: probably not much, since it’s fresh and to fully playtest you need half a day or so, add up the usual time eaters like sleep, eat, work/school, rest… weekend is coming though 8-)
Yes, hopefully Brando will remove the quote from his post, and to answer Brando’s question without inserting a quote… it’s just meant to be a fun alternative for G40 players looking for a change. However, I will design a deck of cards that players can print and use in order to keep track of who has what advantages and objectives.
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Made changes today to the"Tankograd" strategic advantage, the “Russian Winter” alternative rule, redused the bonus for the “enemy cities” strategic objectives to 2 down from 3, and added an important note to “city and capital clarifications”.
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@Young:
+1 YG. This is a great project!
Thanks Toblerone,
Of course the real test is how they hold up during an actual game… do you have the type of fellow players willing to test something like this for me?
My games are with family and visiting freinds around the holiday season nowadays so games are very occasional and pretty loose. However I will try these rules out at the soonest opportunity. Other than that, my Axis & Allies arsenal is huge and I do run solitare campaigns as well as occasional games with my wife.
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I love the feel (historic immersion) of this set of HR’s! Really brings the game that extra level of depth and even more role playing fun!
The advantages all seem to have major effects on balance but since all Major Powers have some, it is hard to tell the final balance. If testing reveals an unbalance the advantages can easily be tweaked to fix that. -
I love the feel (historic immersion) of this set of HR’s! Really brings the game that extra level of depth and even more role playing fun!
The advantages all seem to have major effects on balance but since all Major Powers have some, it is hard to tell the final balance. If testing reveals an unbalance the advantages can easily be tweaked to fix that.Thanks LeClerc,
That was what I was hoping to achieve, the strategic advantages and alternative rules combined should provide more of the story as each layer (game round) peels away.
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I will design a deck of cards that players can print
Use Artscow for that, reason is they print a 52 card deck with whatever info you want and you create a link that players can just buy this deck for really cheap. But make sure all the changes are final before.